outlook

hey everyone. i kinda nub to the whole map making thing but i almost have a working full on beta model (some errors like respawn room and CP's are still in progress). i wanted to put this thread here rather in sdk sub part to get the tf2 community views on it. sorry im not able to get those "pro" looking camera ss.

please consider these points before flaming/commenting
*this is a mostly rough pl gameplay type beta
*of course this isnt valve quality with props (see above) [but hopefully valve quality gameplay]
*i know one ss has a trigger texture on a door, this has been fixed
*i know the train_watcher shows only 1 cp, this is being investigated to fix
*plz dont be like OMG this map sucks! WITHOUT a explanation [plz be constructive]

im getting mad that i cant figure out the train_watcher and blu spawn room. ive rebuilt the CP's and checked everything with the developer wiki but still no luck. that and the blu spawn room. ive followed everything but i cant get the blu spawn players to spawn. they spawn in the red base. i have the func_spawn room and entities set to blu but its like the map doesn't recognize it :/

That sniper tower at 0:26 is definitely too sniper friendly, go up there, pop up and down the stairs, pop heads. Also, put some signage up too, you're pretty lucky with it being PL as they generally have a natural flow anyways but some spawn signs and the like couldn't hurt.

in my opinion, you completely overused wood textures. either that, or the fullbright just makes the wood textures stand out a ton, so a video without fullbright would be nice. also, proper english is good too

i also think there are too many doors, and some just don't fit with their surroundings (the doors at 2:04-2:06). finally, i'm not sure that those are all tf2 textures, and non-tf2 textures in a tf2 map is not good.

i might not be right about all of this, as I am not a extremely good mapper myself, so if anything i said is wrong, please correct me

also: if you could help me spot out the non-tf2 textures. i know using hl2 themes is stupid although there is one small pole that isnt tf2 related. i will keep the "too many doors" into consideration. signs can/will be put in but as of now isnt the highest priority as that can be added in later to its full extent (ex. signs moving up like in badwater [linked in with triggers, i presume])

as of now just trying to get the map playable for gameplay tweaks. thank you all for looking into and helping me out!

*quick edit* will update video/screenies once major issues are dealt with

ALRIGHT! i got my map in the end of pre-alpha. play tested it with my brother last night and only a few tweaks need to be done (texture, skin model, few track adjustments, so basically just a night or two of basic testing) to get it into alpha! i have a few screenies laying around to show whats been updated and how the map now looks!